// Copyright 2025-2026 肖其顿 (XIAO QI DUN) // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package ofdgo import ( "context" "fmt" "image" "math" ) // U3DCamera 定义沿正Z方向观察的相机,ScaleX和ScaleY为投影到像素的倍率 // ToWorld按列存储,全零表示单位矩阵;Far为0且ClipFar为假时不设置远裁剪面 // ShiftX和ShiftY为投影原点相对视口中心的像素偏移,向右及向下为正 type U3DCamera struct { ToWorld [16]float64 Perspective bool ScaleX, ScaleY, Near, Far float64 ShiftX, ShiftY float64 ClipFar bool } // U3DRenderOptions 控制静态绘制,指定Camera时使用整个输出视口 // Camera为空时使用View指定的节点或首个视图节点,Instance指定其父路径实例 // Lighting为空时沿用模型灯光,非空时替换全部模型灯光 // Opacity为空时沿用着色器混合,非空时叠加面片、着色边点及包围盒轮廓的透明度 // 纹理合成后先应用节点透明度,再应用Opacity // Mode控制绘制方式,AuxiliaryColor用于固定颜色的边点,FaceColor用于包围盒面及插图面,空值分别使用黑色和背景色 // CreaseAngle为轮廓夹角,单位为度,空值使用45;着色插图以漫反射色的1/4补充自发光 // Nodes按名称覆盖节点,重复名称使用最后一项,每次绘制均从原场景开始 // Time以秒指定动画采样时刻,零值为初始时刻,不随实际时钟推进 // ResolveTexture提供外部纹理,空值不访问外部资源;回调自身的内存与超时由调用方控制 // Background为空时使用白色;缓存与实例上限为0时分别使用256MiB和65536,不含输入及运行时开销 type U3DRenderOptions struct { Width, Height int View string Instance int Camera *U3DCamera Background *[3]float64 Lighting *U3DLighting Opacity *float64 Mode U3DRenderMode AuxiliaryColor *[3]float64 FaceColor *[3]float64 CreaseAngle *float64 Nodes []U3DNodeState Time float64 Sections []U3DCrossSection ResolveTexture U3DTextureResolver MaxMemoryBytes int64 MaxInstances int } // u3dPixel 保存不透明底色、最近深度及透明片元链 type u3dPixel struct { color [3]float64 depth float64 order uint64 head int32 } // u3dFragment 保存等待按像素深度混合的透明或非覆盖片元 type u3dFragment struct { color [4]float64 depth float64 order uint64 blend uint32 next int32 } // u3dRender 保存一次绘制的有限预算,不修改调用方场景 type u3dRender struct { ctx context.Context model *U3DModel remaining uint64 frame []u3dPixel output *image.RGBA viewport [4]float64 camera U3DCamera toCamera u3dMatrix scene []u3dInstance byNode [][]int connected []bool members []bool meshes, shaders, materials, lightIndex map[string]int textureIndex map[string]int viewIndex, motionIndex map[string]int textures map[string]*image.NRGBA64 textureSets map[[8]*U3DTextureLayer]*u3dTextureSet resolveTexture U3DTextureResolver view *U3DView lights []u3dRenderLight lighting *U3DLighting opacity float64 mode U3DRenderMode creaseAngle float64 auxiliaryColor, faceColor [3]float64 depthOnly bool primitives map[u3dPrimitiveKey]struct{} texturedPrimitives map[u3dTexturedPrimitiveKey]struct{} states map[string]U3DNodeState posed map[string]*U3DMesh animated map[string]u3dAnimationState sections []u3dSection sectionScratch [2][]u3dVertex chunks [][]u3dFragment fragments int scratch []int order uint64 } // RenderU3D 绘制几何及视图纹理层,返回指定时刻的不透明图像,不执行脚本 // 可通过节点覆盖指定动作轨道与采样时间,逐次生成独立姿态,不修改原模型 // 显式骨骼姿态按权重变换位置和法线,暂不生成骨骼链接或推导缺失权重 // 动画修饰器支持单动作的节点和骨骼求值,尚未实现的动作衔接返回明确错误 // 几何纹理支持模型坐标与程序化映射,参考形状约定见U3DTextureLayer // 纹理按需解码并复用,不自动访问外部图像 // 采用逐顶点光照及逐像素深度混合,空名称引用标准默认资源 // 缺失几何、材质和着色器采用默认资源,缺失的非空光源引用不产生光照 // 缺失纹理返回错误,空纹理名称使用标准默认图像 // 仅绘制默认根的后代,非空父节点引用缺失时不展开该父路径 // 入参: ctx 取消上下文, model 场景, options 视图、输出与资源限制 // 返回: *image.RGBA 图像, error 参数、能力、预算或取消错误 func RenderU3D(ctx context.Context, model *U3DModel, options U3DRenderOptions) (*image.RGBA, error) { r, err := newU3DRender(ctx, model, options) if err != nil { return nil, err } passes, err := r.selectView(options) if err != nil { return nil, err } return r.render(options, passes) } // newU3DRender 建立有预算限制的场景实例与资源索引 // 入参: ctx 取消上下文, model 场景, options 输出与资源限制, states 后续节点覆盖分组 // 返回: *u3dRender 绘制状态, error 参数、场景、预算或取消错误 func newU3DRender(ctx context.Context, model *U3DModel, options U3DRenderOptions, states ...[]U3DNodeState) (*u3dRender, error) { if ctx == nil || model == nil || options.Width <= 0 || options.Height <= 0 || options.MaxMemoryBytes < 0 || options.MaxInstances < 0 || options.Instance < 0 || !finite(options.Time) { return nil, fmt.Errorf("invalid U3D render options") } limit := options.MaxMemoryBytes if limit == 0 { limit = u3dDefaultBytes } r := &u3dRender{ctx: ctx, model: model, remaining: uint64(limit), opacity: -1, mode: options.Mode, creaseAngle: 45, resolveTexture: options.ResolveTexture} if options.Mode > U3DRenderShadedIllustration { return nil, fmt.Errorf("unsupported U3D render mode") } if options.CreaseAngle != nil { if !finite(*options.CreaseAngle) { return nil, fmt.Errorf("invalid U3D crease angle") } r.creaseAngle = *options.CreaseAngle } if options.Opacity != nil { value := *options.Opacity if !finite(value) || value < 0 || value > 1 { return nil, fmt.Errorf("invalid U3D render opacity") } r.opacity = value } if uint64(options.Width) > uint64(^uint(0)>>1)/uint64(options.Height) { return nil, fmt.Errorf("invalid U3D render dimensions") } pixels := uint64(options.Width) * uint64(options.Height) if err := r.reserve(pixels, 60); err != nil { return nil, err } if err := r.resources(); err != nil { return nil, err } order, index, err := r.sceneGraph() if err != nil { return nil, err } if err := r.checkAnimations(); err != nil { return nil, err } maxInstances := options.MaxInstances if maxInstances == 0 { maxInstances = 65536 } groups := append([][]U3DNodeState{options.Nodes}, states...) if err := r.nodeStates(groups...); err != nil { return nil, err } if err := r.prepareAnimations(options.Time); err != nil { return nil, err } if err := r.instances(order, index, maxInstances); err != nil { return nil, err } if err := r.poseNodes(); err != nil { return nil, err } if err := r.reserve(uint64(len(r.scene)), 1); err != nil { return nil, err } r.members = make([]bool, len(r.scene)) return r, nil } // render 在已选择的相机和轮次下生成图像 // 入参: options 输出与灯光背景, passes 绘制轮次 // 返回: *image.RGBA 图像, error 参数、绘制、预算或取消错误 func (r *u3dRender) render(options U3DRenderOptions, passes []U3DViewPass) (*image.RGBA, error) { if r.sections == nil { if err := r.prepareSections(options.Sections); err != nil { return nil, err } } if err := r.overrideLighting(options.Lighting); err != nil { return nil, err } background := [3]float64{1, 1, 1} if options.Background != nil { background = *options.Background } for i, v := range background { if !finite(v) { return nil, fmt.Errorf("invalid U3D background") } background[i] = min(1, max(0, v)) } r.faceColor = background for _, item := range []struct { source *[3]float64 target *[3]float64 }{{options.AuxiliaryColor, &r.auxiliaryColor}, {options.FaceColor, &r.faceColor}} { if item.source != nil { for i, value := range *item.source { if !finite(value) || value < 0 || value > 1 { return nil, fmt.Errorf("invalid U3D mode color") } item.target[i] = value } } } r.frame = make([]u3dPixel, options.Width*options.Height) r.output = image.NewRGBA(image.Rect(0, 0, options.Width, options.Height)) for i := range r.frame { if i%4096 == 0 { if err := r.ctx.Err(); err != nil { return nil, err } } r.frame[i].color = background } if r.view != nil { if err := r.viewLayers(r.view.Backdrops); err != nil { return nil, err } } for passIndex, pass := range passes { if err := r.renderPass(pass, passIndex, passIndex == len(passes)-1); err != nil { return nil, err } } if r.view != nil { if err := r.viewLayers(r.view.Overlays); err != nil { return nil, err } } for i, pixel := range r.frame { if i%4096 == 0 { if err := r.ctx.Err(); err != nil { return nil, err } } for component, v := range pixel.color { r.output.Pix[i*4+component] = byte(math.Round(min(1, max(0, v)) * 255)) } r.output.Pix[i*4+3] = 255 } if err := r.ctx.Err(); err != nil { return nil, err } return r.output, nil } // reserve 在分配绘制缓存前扣减预算并检查取消状态 // 入参: count 元素数量, size 元素预算 // 返回: error 预算或取消错误 func (r *u3dRender) reserve(count, size uint64) error { if err := r.ctx.Err(); err != nil { return err } if size == 0 || count > r.remaining/size || count > uint64(^uint(0)>>1)/size { return fmt.Errorf("U3D render memory exceeds limit") } r.remaining -= count * size return nil } // selectView 解析视图与相机覆盖,内部视口使用左上角坐标 // 入参: options 绘制选项 // 返回: []U3DViewPass 绘制轮次, error 视图或投影错误 func (r *u3dRender) selectView(options U3DRenderOptions) ([]U3DViewPass, error) { r.view = nil r.viewport = [4]float64{0, 0, float64(options.Width), float64(options.Height)} selected := -1 for i, node := range r.model.Nodes { if i%256 == 0 { if err := r.ctx.Err(); err != nil { return nil, err } } if options.View != "" && node.Name == options.View || options.View == "" && options.Camera == nil && node.Kind == "View" { selected = i break } } if options.View != "" && selected < 0 { return nil, fmt.Errorf("missing U3D view %q", options.View) } passes := []U3DViewPass{{}} if selected >= 0 { node := r.model.Nodes[selected] if node.Kind != "View" || node.View == nil { return nil, fmt.Errorf("invalid U3D view node") } view := node.View if view.Attributes & ^uint32(7) != 0 { return nil, fmt.Errorf("invalid U3D view attributes") } r.view = view if i, exists := r.viewIndex[node.Resource]; exists { passes = r.model.Views[i].Passes } if options.Camera == nil { if options.Instance >= len(r.byNode[selected]) { return nil, fmt.Errorf("missing U3D camera instance") } r.camera.ToWorld = r.scene[r.byNode[selected][options.Instance]].world if view.Attributes & ^uint32(7) != 0 || view.Attributes&6 >= 4 { return nil, fmt.Errorf("unsupported U3D view projection") } for i, v := range view.Viewport { if !finite(float64(v)) { return nil, fmt.Errorf("invalid U3D viewport") } r.viewport[(i+2)%4] = float64(v) } if view.Attributes&1 != 0 { r.viewport[0] *= float64(options.Width) r.viewport[1] *= float64(options.Height) r.viewport[2] *= float64(options.Width) r.viewport[3] *= float64(options.Height) } if r.viewport[2] <= 0 || r.viewport[3] <= 0 { return nil, fmt.Errorf("invalid U3D viewport size") } r.camera.Near, r.camera.Far = float64(view.Near), float64(view.Far) if r.camera.Far <= r.camera.Near { return nil, fmt.Errorf("invalid U3D view clipping range") } r.camera.Perspective = view.Attributes&6 == 0 if r.camera.Perspective { if view.Projection <= 0 || view.Projection >= 180 { return nil, fmt.Errorf("invalid U3D perspective field of view") } r.camera.ScaleY = r.viewport[3] / (2 * math.Tan(float64(view.Projection)*math.Pi/360)) } else { if view.Projection <= 0 { return nil, fmt.Errorf("invalid U3D orthographic height") } r.camera.ScaleY = r.viewport[3] / float64(view.Projection) } r.camera.ScaleX = r.camera.ScaleY } } if options.Camera != nil { r.camera = *options.Camera } else if selected < 0 { return nil, fmt.Errorf("missing U3D camera") } if len(passes) > 32 { return nil, fmt.Errorf("unsupported U3D render pass count") } for _, v := range []float64{r.camera.ScaleX, r.camera.ScaleY, r.camera.Near, r.camera.Far, r.camera.ShiftX, r.camera.ShiftY} { if !finite(v) { return nil, fmt.Errorf("invalid U3D camera values") } } if r.camera.ScaleX <= 0 || r.camera.ScaleY <= 0 || r.camera.Perspective && r.camera.Near <= 0 || (r.camera.ClipFar || r.camera.Far != 0) && r.camera.Far < r.camera.Near { return nil, fmt.Errorf("invalid U3D camera projection") } matrix := u3dMatrix(r.camera.ToWorld) if matrix == (u3dMatrix{}) { matrix = u3dIdentity() } var ok bool r.toCamera, ok = matrix.inverse() if !ok { return nil, fmt.Errorf("invalid U3D camera transform") } return passes, nil } // resources 建立只读资源索引,空名称保留给标准默认资源 // 返回: error 名称、预算或取消错误 func (r *u3dRender) resources() error { count := uint64(len(r.model.Meshes)) + uint64(len(r.model.Shaders)) + uint64(len(r.model.Materials)) + uint64(len(r.model.Lights)) + uint64(len(r.model.Textures)) + uint64(len(r.model.Views)) + uint64(len(r.model.Motions)) if err := r.reserve(count, 96); err != nil { return err } r.meshes = make(map[string]int, len(r.model.Meshes)) r.shaders = make(map[string]int, len(r.model.Shaders)) r.materials = make(map[string]int, len(r.model.Materials)) r.lightIndex = make(map[string]int, len(r.model.Lights)) r.textureIndex = make(map[string]int, len(r.model.Textures)) r.viewIndex = make(map[string]int, len(r.model.Views)) r.motionIndex = make(map[string]int, len(r.model.Motions)) add := func(index map[string]int, name string, i int) error { if i%256 == 0 { if err := r.ctx.Err(); err != nil { return err } } if name == "" { return fmt.Errorf("cannot redefine U3D default resource") } if _, ok := index[name]; ok { return fmt.Errorf("duplicate U3D render resource %q", name) } index[name] = i return nil } for i, v := range r.model.Meshes { if err := add(r.meshes, v.Name, i); err != nil { return err } } for i, v := range r.model.Shaders { if err := add(r.shaders, v.Name, i); err != nil { return err } } for i, v := range r.model.Materials { if err := add(r.materials, v.Name, i); err != nil { return err } } for i, v := range r.model.Lights { if err := add(r.lightIndex, v.Name, i); err != nil { return err } } for i, v := range r.model.Textures { if err := add(r.textureIndex, v.Name, i); err != nil { return err } } for i, v := range r.model.Views { if err := add(r.viewIndex, v.Name, i); err != nil { return err } } for i, v := range r.model.Motions { if err := add(r.motionIndex, v.Name, i); err != nil { return err } } return nil } // renderPass 分别解析遮挡与混合,绘制轮次之间保留颜色并重置深度 // 入参: pass 轮次参数, passIndex 轮次索引, last 是否为最后一轮 // 返回: error 场景、预算或取消错误 func (r *u3dRender) renderPass(pass U3DViewPass, passIndex int, last bool) error { if pass.Attributes > 1 || pass.FogMode > 2 { return fmt.Errorf("invalid U3D render pass") } if pass.Attributes&1 != 0 { for _, v := range append(pass.FogColor[:], pass.FogNear, pass.FogFar) { if !finite(float64(v)) { return fmt.Errorf("invalid U3D fog value") } } if pass.FogMode == 0 && pass.FogFar <= pass.FogNear || pass.FogMode != 0 && pass.FogFar <= 0 { return fmt.Errorf("invalid U3D fog range") } } for i, instance := range r.scene { if i%256 == 0 { if err := r.ctx.Err(); err != nil { return err } } r.members[i] = pass.Root == "" || r.model.Nodes[instance.node].Name == pass.Root || instance.parent >= 0 && r.members[instance.parent] } for i := range r.frame { if i%4096 == 0 { if err := r.ctx.Err(); err != nil { return err } } r.frame[i].depth = math.Inf(1) r.frame[i].order = 0 r.frame[i].head = -1 } r.fragments = 0 if r.mode.shaded() { if err := r.collectLights(); err != nil { return err } } if r.mode == U3DRenderHiddenWireframe { r.depthOnly = true if err := r.drawScene(pass, passIndex); err != nil { return err } r.depthOnly = false } if err := r.drawScene(pass, passIndex); err != nil { return err } if last { if err := r.drawSectionPlanes(); err != nil { return err } } return r.resolveFragments() } // drawScene 绘制当前轮次中的可见模型,不重置深度及片元缓存 // 入参: pass 绘制轮次, passIndex 轮次索引 // 返回: error 场景、资源或取消错误 func (r *u3dRender) drawScene(pass U3DViewPass, passIndex int) error { for i, instance := range r.scene { if err := r.ctx.Err(); err != nil { return err } node := &r.model.Nodes[instance.node] if !r.members[i] || node.Kind != "Model" || instance.modelVisibility(node) == 0 || instance.opacity == 0 { continue } if node.Visibility > 3 { return fmt.Errorf("invalid U3D model visibility") } mesh := r.nodeMesh(node) if mesh == nil { continue } if err := r.drawMesh(instance, node, mesh, pass, passIndex); err != nil { return err } } return nil }